AZURINS
Azurins are incarnum-touched beings born to human
parents. Every so often, the energies of incarnum bond
with a pure soul as it becomes instilled in a human form.
Perhaps incarnum seeped into the place where the soul
emerged, or the soul passed through an incarnum-rich
area of the planes on its way to the mortal realm. Whatever
the cause, the result is an azurin child, a child who is not
entirely human.
The incarnum-infused spirit of an azurin ties itself
closely to the physical form, but the intensity of the bonded
energies causes rapid physical aging and maturation. An
azurin's shorter lifespan creates a tendency to undertake
risky endeavors and embrace ideals passionately.
Azurins do not always create other azurins when they
reproduce. Two azurin parents have a much greater
chance of conceiving an azurin child, but the child
might also be human. As a result, azurins tend to be
solitary, living their lives within human civilizations.
Azurins have never been born to non human parents.
Personality: Azurins are passionate, even a little brazen
and foolhardy. They act before thinking through a situation,
a byproduct of their inexperience in the world. Even as they
age, they remain impatient, since their early successes merely
reinforce their behavior.
Azurins pace nervously if forced to wait; action
is always better than inaction. Even while sleeping, azurins
toss and turn. Once engaged in activity, azurins are almost
single-minded in their purpose, almost to the point of ignoring
peripheral activity.
Among less tolerant human societies, azurins veil their eyes
to appear less conspicuous, even though the goggles or veils
they wear might draw even more attention. Azurins consider
it a measure of respect to meet another's gaze, which some find
troubling when an azurin continues to stare uncomfortably
at a speaker while engaged in conversation.
Physical Description: Azurins resemble their human parents in most
respects, including the familial similarity that any
human child would share with his or her parents. The
one exception to this is their eyes: the sclera (whites)
of azurin eyes have a sky-blue sheen. Azurins are
otherwise as varied in appearance as humans.
Relations: Azurins get along best with those who similarly
embrace their passion for life. Humans, half-orcs, and halflings
are the likeliest friends and companions of an azurin.
They typically don't understand the eternal patience of the
elves, preferring to act immediately rather than engage in
unending debate, and they don't live long enough to forge
strong bonds with dwarves. Azurins disdain gnomes for their
playful attitude, which they see as a waste of precious time.
Because of the common bond of incarnum, azurins accept
the other incarnum-wielding races, including dusklings,
skarns, and rilkans.
Alignment: Azurins are never neutral, instead favoring
extreme alignments. Azurins are as likely to be lawful good
as they are chaotic good, lawful
evil, or chaotic evil. More
so than most other mortal
races, azurins strive to embody
their alignment.
Azurin Lands: As part of human
culture, azurins live in all types
of lands. They can be found among nomadic desert peoples
or in the midst of a city's aristocracy. Even if cast out from
a society, azurins still thrive on interaction and can usually
be found near a human settlement.
Azurins rarely create settlements of their
own, but when they do, they find a secluded place near larger
human towns or cities. These colonies might house upward
of one hundred azurins. Settlements range from ornate
monasteries on high mountaintops, to temporary camps in
the middle of dark forests, to fortified cave complexes in the
hills overlooking popular trade routes.
Azurins follow the laws and customs
of the lands in which they reside, but most are too zealous
in their beliefs to seek rulership over those lands. Instead,
azurins are often involved in groups that follow their alignment
extremes, from monastic orders to death cults. Such
organizations operate along the fringes of human culture.
Religion: Azurins worship deities that embody their
alignments. Numerous azurins choose careers as priests or
paladins, using their profession as a platform for espousing
their extremist viewpoints. They can also choose more secular
philosophies instead of religious dogma, but underlying
either belief is the fundamental certitude of law versus chaos
and good versus evil.
Language: Azurins don't waste words on those who
don't want to listen, but anyone who expresses interest in
an azurin's beliefs or history had best be prepared for a long
soliloquy. When engaged in menial or boring tasks, an azurin
might spontaneously extol the virtues and limitations of law,
chaos, good, or evil. Azurins speak Common in whatever
regional dialect from which they hail.
Names: Azurin names are usually the names
given to them by their human parents, with a first name
derived from a relative or historical personage and a family
surname. As human descendants, azurins have names as
diverse as the human cultures they are born into. Some even
have names drawn from other races.
As they progress through life, azurins become known
more for their deeds and less for their family. Thus, Arun
Cooperson might later become known as Arun, the Liberator
of Geoff.
Adventurers: Azurins strive to become
examples of their alignment, an objective that pushes them
out of mainstream society and into groups of like-minded
individuals. These groups rally around the cause and might
function as adventuring companies as they work to further
their philosophies.
Azurins who do not associate with an organization or
group devoted to a singular cause might position themselves
as solitary paragons embodying their chosen virtues.
Such azurins might join with a typical adventuring party.
As long as the party's goals are in accordance with the
tenets of an azurin's alignment, the azurin is a loyal ally
and companion.
Azurins recognize that it takes strong individuals to
achieve change in the world. Indeed, their rapid aging causes
azurins to quickly realize that there is more to life than
fishing, farming, or other mundane tasks. Their souls call
them to become adventurers; an azurin who does not heed
this call would be looked down on by others of his race, for
no affront is greater than knowing you have a purpose and
neglecting to fulfill it.
AZURIN RACIAL TRAITS
-
Humanoid (Human): Azurins are of human descent and
are affected by spells and the like as if they were purely
human.
-
Humanoid (Incarnum): Azurins are humanoids with the
incarnum subtype.
-
Medium: As Medium creatures, azurins have no
special bonuses or penalties due to their size.
-
Azurin base land speed is 30 feet.
-
1 extra feat at 1st level, a human trait that azurins inherit
from their parents.
-
Essentia Pool: An azurin's essentia pool is permanently
increased by 1. If he doesn't have an essentia pool, this
trait grants him one with a single point of essentia.
-
Automatic Language: Common. Bonus Languages: Any
(other than secret languages, such as Druidic).
-
Favored Class: Soulborn.
DUSKLINGS
Dusklings are small but savage fey native to the Outer Planes.
They boast of an innate connection to incarnum that no other
race possesses - as a dryad is one with her tree, they claim,
the duskling race is one with incarnum.
Dusklings are tribal fey who dwell throughout the planes.
They travel in small bands but carefully keep track of their
family relations even to distant cousins.
Personality: Dusklings are best described as wild. They
feel emotion fiercely, and rarely hide their feelings - they like
to make sure their loved ones feel loved and their enemies
know the depth of their hatred. They dislike confinement,
whether it is physical, emotional, or legal, and have a hard
time staying in one place for long.
Dusklings are either moving or still. They move
quickly and purposefully from one place to another, and
stand very still when they reach where they want to go. The
exception is when they feel confined - trapped dusklings
pace and fidget in stark contrast to their usual stillness.
Dusklings are more comfortable with their feet than most
other races are. Dusklings do not consider it rude to prop
their feet up on chairs or tables, while others hide their feet
away. They enjoy going barefoot when it is practical. Duskling
lovers exchange anklets as tokens of their love and massage
each other's feet as an expression of affection.
Physical Description: Dusklings stand about as tall as elves, though they are far
more robust. They average about 5 feet tall and about 120
pounds. Their skin is steely blue-gray and their hair ranges
from light blue to darker shades of blue, gray, and black. Their
eyes are deep blue, emerald green, or purple. They have a wild,
feral look about them - their hair grows long and unkempt,
and their faces are long and somewhat vulpine. The men
grow long, full beards.
Relations: Dusklings get along well with almost any other
race, though specific relations vary based on the duskling's
alignment. They dislike anyone who is rigid, authoritarian,
or dogmatic, a description that includes most skarns, many
dwarves, and a fair number of humans as well.
Alignment: Dusklings hold alignments without strong
extremes. Most dusklings are neutral (or within one step of
neutral). They have a slight tendency toward good over evil,
but their defining cultural characteristic involves avoiding
extremes of morals and ethics.
Duskling Lands: Dusklings are nomads - not because they follow
herds on seasonal migrations, but simply because they seem
incapable of settling in a fixed location. They favor thick
forests in warm climes, but wander through plains, hills, and
mountains on their endless travels. They avoid civilized or
heavily populated regions, but trade with frontier settlements
established by other races.
Dusklings set up camps for a week or perhaps a
month at a time, very rarely as long as a season, before moving on
to a new location. These camps might include tents built from
whatever materials are at hand, but just as often the dusklings
sleep and conduct their daily business in the open air.
Dusklings (even lawful ones) resist strong
authority. Their society is based around clan groups of ten to
fifty individuals who share family ties, with the oldest living
ancestor governing each group. When that elder dies, the clan
splits and each fragment is led by one of the former leader's
children. The authority of a clan elder is far from absolute.
Every duskling with a grandchild sits on a council of elders
whose purpose is to advise the ruling elder. In practice, this
council can overrule the ruling elder's decisions in some
clans but not in others.
Religion: Dusklings are not a particularly religious race.
They feel a close connection with the power of nature and
produce more druids than clerics.
Language: Dusklings use few words but spit them out in a
rapid-fire stream. They are not reluctant to offer opinions and
contribute to debates, but speak their piece succinctly and
then quietly allow others to speak theirs. Though they speak
Sylvan, they make use of idioms that other Sylvan speakers
do not necessarily understand and that sound even stranger
when translated literally into Common. Favorite duskling
idioms include "Let's cut these chains" (let's start moving,
let's get out of here), "I turned it blue" (I changed my mind),
and "You smelted him" (you hurt him badly, you mortally
wounded him).
Names: Duskling names are similar to those of
elves - mellifluous and polysyllabic. Duskling parents name
their children, choosing names that reflect some significant
event around their birth. Dusklings are more proud of their
family names than their given names, frequently using their
family names when dealing with other races. Like elf family
names, duskling family names are combinations of Sylvan
words, though dusklings are less likely than elves to use
Common translations of their names among other races.
Male Names: Avandar, Chevaril, Estevial, Farandal,
Horathiel, Javarral, Manarro, Photastial, Quarranal, Rhomian,
Starronal.
Female Names: Athalia, Brellia, Darandia, Geveryn,
Ialannah, Kavanyn, Levesha, Maneryn, Phyannah, Shavallah,
Thyrnyn.
Family Names: Avarmathan, Briendarkan, Devishamarral,
Fierabrazalan, Heloshartha, Lysseldevar, Merricanath,
Oshavalari, Rhiannivar, Shellivathan, Touranisha.
Adventurers: Dusklings value family ties
enormously; a duskling without family feels cut off from
everything she holds dear. Such dusklings - whether orphaned
or exiled - often take up a life of adventuring. The close
camaraderie of an adventuring party can serve as an acceptable
substitute for family ties, and a duskling who adopts her
adventuring companions as a surrogate family is the most
loyal ally her fellow adventurers could hope for.
Other dusklings manifest the racial tendency toward wanderlust
in an extreme fashion and find even the loose bonds
of family and clan too restrictive. These dusklings become
adventuresome loners, or perhaps find company with similarly
independent souls. These adventurers are motivated by nothing
more than the need to be on the move and free from any kind
of ties, and they view even their adventuring companions as
temporary allies rather than lifelong friends.
As a race, dusklings are ambivalent about adventurers. On
the one hand, their folklore is full of heroes who, cut off from
family, perform heroic deeds and come to find a new family
(usually a long-lost group of duskling relatives, in contrast
to the reality of adventuring life). Dusklings truly admire
these heroes of legend and hold at least a grudging respect for
present-day adventurers whose stories mimic theirs to some
extent. On the other hand, most dusklings are so terrified at
the very thought of losing their families that they can feel
little but pity for adventurers who find themselves cut off
from even the minimal social structure the race possesses.
DUSKLING RACIAL TRAITS
-
+2 Constitution, -2 Intelligence: The duskling race's innate
connection to incarnum grants them extraordinary health.
Dusklings disdain strict education and learning, though
no one is certain whether this is a cause or result of their
slightly diminished reasoning capacity.
-
Fey (Extraplanar): As fey, dusklings are immune to effects
that specifically target humanoids, such as the charm person
spell. As natives of an Outer Plane, dusklings have the
extraplanar subtype while they are on the Material Plane
(or any other plane besides the dusklings' home plane).
This makes them vulnerable to certain effects that might
force them back to their home plane.
-
Fey (Incarnum): Dusklings are fey with the incarnum
subtype.
-
Duskling base speed is 30 feet. However, a duskling can
invest essentia to improve this speed. For every point of
essentia invested in this racial trait, the duskling's speed
improves by 5 feet. This enhancement bonus only
applies when the duskling is wearing light or no armor
and carrying no more than a light load.
-
Low-Light Vision: Dusklings can see twice as far as humans
in starlight, moonlight, torchlight, and similar conditions
of poor illumination. They retain the ability to distinguish
color and detail under these conditions.
-
Essentia Pool: A duskling's essentia pool is permanently
increased by 1. If she doesn't have an essentia pool, this
trait grants her one with a single point of essentia.
-
Automatic Languages: Common and Sylvan. Bonus Languages:
Elf, Gnoll, Gnome, Goblin, and Halfling.
-
Favored Class: Totemist.
RILKANS
Rilkans are rakish entrepreneurs and daredevils of fortune.
They believe in drinking deep from the cup of life. Like
skarns, they are descended from the enigmatic mishtai,
displaying their heritage in the bands of semireptilian scales
grace rilkan forearms and necks. For the rilkans, the skarn
and mishtai goal of "perfection of form" is a false idol. They
believe that perfection is to be found in the journey, not the
destination, and they seek to relish every moment that they
are alive. According to the skarns, it was this heterodoxy that
thwarted the mishtai's efforts toward perfection, and the
skarns have resented the rilkans for it ever since. In keeping
with their reverence for gold and song, rilkans count numerous
bards, merchants, and rogues among their number.
Personality: Rilkans are calculated risk takers. They adore
emotion, and they find something heroic in both transports
of joy and descents of misery. The rilkans are consummate
seducers and seductresses. They enjoy business and creating
wealth, both for the satisfaction of accomplishment and the
style and pleasures that those riches afford them.
Rilkans are at ease almost wherever they go.
The only haunts likely to spook a rilkan are cemeteries or
places with a large undead presence; the utter lack of hope
in such places is anathema to them.
Physical Description: Rilkans can pass for humans if they cover their pebbly,
corundum-hard scales. These scales range in color from
turquoise to sapphire to ruby. In males, the scales are a single
solid color; in females, they are patterned and polychromatic.
Rilkan men are dashing and handsome, while rilkan women
dress to accentuate their femininity.
Relations: While skarns look down on rilkans as secondplace
finishers, at best, in the race to the mishtai's goal of
"perfection of form," rilkans shake their heads and wonder
why the skarns are still running that race. Rilkans harbor ill
will toward the skarns because, according to legend, the skarns
once formed half of a racial link similar to the Knowledge
pool (this one supposedly consisted of war and combat skills).
Rilkans blame the skarns for sundering this irreplaceable link
after the skarns grew dissatisfied with the rilkans' progress
toward "perfection." With races other than their fellow mishtai
descendants, rilkans get along famously.
Alignment: Rilkans tend toward the chaotic, since they
have a strong individualistic streak. Chaotic neutral is the
most likely alignment for any given rilkan.
Rilkan Lands: Rilkan lands are beautiful. Whether they choose
ragged escarpments high in snowbound mountains, a tropical
bay, or a glittering city with marvels of artifice on every
corner, rilkans believe in the value of the moment. None
ever suffer themselves to live in an environment that they
do not cherish.
Rilkans are content to live in the settlements
of other creatures. They enjoy elven tree villages, human cities,
and even dwarven delves. Halfling burrow communities refer
to the enlarged rooms in their taverns and town halls as "rilkan
rooms." As a result of their natural talents for diplomacy and
peacemaking, rilkans rise to places of prominence in whatever
society they choose.
In settlements where rilkans are the majority, other races
are welcomed with open arms. This extends even to bugbears,
orcs, gnolls, and other "monstrous" races, as long as they keep
the peace. In one famous rilkan city, the head of the Sewer
Workers Guild is an intelligent gelatinous cube.
Rilkan culture venerates merchants and
bards. The rilkan knowledge pool awakens them to a sense
of history that few other cultures share, and bardic tales of
the heroes of yore fascinate them. Rilkans also believe in the
power of trade as a means to enjoying the best that life has
to offer. A common rilkan saying is, "Gold is the root of all
good." In rilkan-majority communities, the most powerful
organizations include trading guilds, adventuring companies,
and bardic colleges. Rilkan governments, which limit their
activities to little other than the courts and the city watch,
take a distant fourth place.
Religion: The rilkan ethos teaches members of the race
to seek out and experience the best that life has to offer. It
does not embrace utter hedonism, instead placing emphasis
on heroic struggle, grand passion, and epic strife. Religion
plays a major part in rilkan society. Deities of wealth, beauty,
and love are popular among rilkans - in the core pantheon,
they favor Olidammara above all others. In contrast to the
stories of other races, the heroes of rilkan epics are also
traders, usurers, and oligarchs who generated great wealth
for themselves, their families, and their employees. It is rare
to find a villainous merchant in rilkan art.
Language: Rilkans love to talk. In a culture of bards,
rogues, and traders, language is a specialty. Rilkan poetry is
exquisite, and even nonbards memorize a number of their
favorite passages. Rilkans delight in attaching belittling
epithets to their nemeses and promulgating the use of these
epithets across the land.
Names: Rilkan names are varied. Rilkan parents
living in elf, dwarf, or human communities often adopt
the naming conventions of their hosts. Equally often, because
rilkans have a strong individualistic streak, rilkan parents
attempt to find names that are not duplicated elsewhere.
Male Names: Aldwyn, Dallyster, Gorashedd, Hashlok, Mentriphiste,
Merrik, Orl, Toskeyp, Tristan, Vao-rinh, Westlay.
Female Names: Alicine, Amaranthe, Bansebre, Cestrane,
Karazele, Malisharme, Tarrenta, Tavneris, Tika, Tula,
Ysati, Zaka.
Family Names: Arbuthian, Cerventa, Corundar, Gloranver,
Harkedde, Klane, Lycriskan, Orbrandir, Shimboris,
Themisint, Willet, Wotte.
Adventurers: More than perhaps any other
culture, rilkans believe in the fundamental drama of life.
Every day should have meaning, every night should bring
passion. The path of the adventurer is replete with drama
and thus highly respected in rilkan society. Unlike in other
societies where a mother might scold her child for dreaming
of swordplay, a rilkan family might actively seek out a noted
duelist to tutor the young lad.
In an adventuring party, rilkans take the roles of leaders
and spokespeople. Thanks to the racial aid ability, rilkans
form particularly effective adventuring parties if there are
two or more of their race present. Wise rilkans take care to
observe fragile psyches in their company; more than one
successful band of adventurers has broken up over jealousies,
unrequited feelings, or broken hearts, all of which sometimes
follow a dashing rilkan.
In addition to spell and sword, rilkans believe in the
adventure of trade. Tense negotiations for land rights in a
bulette-infested valley, the intrigue of contracts and forgeries,
selling arms to the svirfneblin and delivering them past the
drow's blockade: all these (and the pile of gold glistering at
the end of every good deal) are the reasons rilkans approach
business with the same passion, joy, and intensity that some
reserve for religion or war.
RILKAN RACIAL TRAITS
-
+2 Dexterity, -2 Strength: Rilkans are naturally lithe and
graceful but also physically weak.
-
Humanoid (Reptilian): Rilkans are humanoids with the
reptilian subtype.
-
Medium: As Medium creatures, rilkans have no special
bonuses or penalties due to their size.
-
Rilkan base land speed is 30 feet.
-
Racial Knowledge: The rilkan race is linked through the
power of incarnum to the accumulated knowledge of
their entire people. This manifests in two ways. First, all
Knowledge checks are treated as trained skill checks for
rilkans, regardless of whether they actually have ranks in
the skill. Even without formal instruction, a rilkan naturally
absorbs learning from the accumulated knowledge
of her people.
Second, rilkans gain a competence bonus on all
Knowledge checks and bardic knowledge checks. This
bonus is +1, but increases by an additional +1 for every
two soulmelds currently shaped by the rilkan, since each
soulmeld contains a small portion of the collected souls
of the rilkan race.
-
+2 racial bonus on Bluff and Diplomacy checks: Rilkans
are talented at saying the right word at the right time.
-
Racial Aid: Because of the incarnum bond that knits
together all rilkans, at any time that a rilkan succeeds in
using the aid another action to assist another rilkan, she
adds +3 to the ally's roll, rather than +2.
-
Automatic Language: Common. Bonus Languages: Any
(other than secret languages, such as Druidic). Rilkans enjoy
learning a wide range of languages, as befits their nature.
-
Favored Class: Incarnate.
SKARNS
Skarn are strong, sophisticated warriors of intellect. Like
the rilkans, they are descended from the vanished mishtai
progenitor race, which long ago infused all mishtai with
incarnum in an attempt to achieve "perfection of form."
Skarn appear human except for the five or six vertically
aligned reptilian spines that project from the anterior of
each forearm, posterior of each calf, and the upper back.
Skarn society is insular and demands both mental and
physical achievement. They are a proud race - some would
say arrogant - and they boast soulborns, paladins, rangers,
and fighters of other "hybrid" classes that exemplify perfection
of both mind and body.
Personality: Skarns are well-mannered fighters and
aristocrats with fierce but tightly controlled passions. Open
display of strong emotion is frowned upon at skarn courts,
where a veneer of civility is considered the hallmark of
urbanity. Skarns have diverse interests and are very much
at ease in a one-on-one discussion. As soon as a third person
is introduced, a skarn becomes conscious of the tacit social
hierarchy and modifies his behavior accordingly.
Skarn children spend equal time playing with
wooden swords and testing each other at games of mental
acuity. The twin ideals of mental and physical perfection
carry over into adulthood. A skarn aristocrat seeks to support
these goals through philanthropy; a skarn adventurer seeks
to exemplify them directly.
Physical Description: Skarns are about as tall as humans, but they are much
more solidly built. They average 6 feet tall and 210 pounds.
They appear human save for their most salient feature,
their spines. These spines grow to six to twelve inches
in length and range from turquoise and aquamarine in
females to navy and sapphire in males. The spines are not
retractable, but they can be held flush against the skin
with little effort. At social occasions, the spines are layered
with chiffon or gold chains. Spine jewelry and grooming
are as important to a skarn as beard braiding and knotting
are to a dwarf.
Relations: Skarns do not get along well with others. They
hold that the other races are generally inferior to the races of
the mishtai. It is not that skarns dislike the other races; they
simply consider the other races misguided for not believing
that "perfection of form" is achievable. The one exception to
this indifference is the rilkan race. Skarns blame the rilkans
for ruining the mishtai's racial experiment. The story goes that
the mishtai were close to forming the perfect body coupled
with the perfect mind when a faction within the mishtai
meldshapers arose, advocating the pursuit of goals other than
physical and mental perfection. These libertines, who gave
rise to the rilkan race, fomented such social upheaval that the
intense focus demanded by the great goal could not be maintained,
and thus the mishtai fell short of their aspiration.
Alignment: Skarns are usually lawful. They count an equal
number of adherents to the ethos of good and evil among
their race, but chaotic skarns are rare. Chaotic skarns are
nevertheless tolerated and even welcomed into skarn society,
since they are still skarns as opposed to members of some
lesser race. Such free-spirited skarns cannot stand to remain
with their fellows, however, where they are typically treated
as amusing black sheep rather than serious iconoclasts.
Skarn Lands: Skarns prefer artifice to the vagaries of the natural,
favoring large cities over undeveloped locales. Potential sites for
skarn cities include defensible positions on bluffs overlooking
river junctions, deepwater ports, or fertile land reclaimed from
the sea through a complicated dyke system.
Skarns prize architecture dearly. It is their
first and most loved art, and their cities reflect this passion.
A skarn city is a celebration of styles, a harmony of building
and landscape flowing from one city gate to its opposite. In
general, skarns prefer powerfully built, tall buildings with
skyway arches and caryatid buttresses. These buildings
can rise to ten or more stories. A skarn city always includes
several huge amphitheaters and public squares for speeches,
elections, and spine-fighting rituals.
Governments in skarn cities vary from
oligarchies to feudal monarchies to representative senates,
but they all share three characteristics: they are strict,
active, and powerful. Unlike in some towns, where council
members might be puppets to the thieves' guild or the local
temple, the skarns' penchant for social order guarantees that
the lawfully invested government remains the uncontested
supreme authority in the city. Outside of the government,
skarn aristocrats and decorated military officials wield
considerable influence.
Religion: The skarns believe that they have almost attained
"perfection of form" without any help from the deities - only
from incarnum. Hence, skarns honor incarnum before any god.
This is not to say, though, that skarn are irreligious. Temples
to Wee Jas in particular are common in skarn communities.
Language: Skarns never forget to include a title when
addressing a peer or noble. Their speech at social functions
is always proper and might strike others as contrived or
overly courteous.
Names: Skarn names reflect the race's urbane
belligerence. Given names are often polysyllabic while family
names are generally monosyllabic. The goal of parents in
selecting a child's name is to find one that implies both sophistication
and strength. Reflecting the race's social awareness,
titles often precede or follow a skarn's name. The high value
that the skarn place on art extends to poetry, and skarns are
frequently named after heroes from ancient epics.
Male Names: Alekk, Ikkilis, Imre, Morgalle, Mydrinn, Ogava,
Rotenh, Stergan, Teruska, Trakkisin, Vinnik, Vorlance.
Female Names: Aci, Adra, Arethe, Chariss, Dyssilka,
Mish lyrren, Myrivist, Ormykka, Shallimtan, Shyvrandil,
Theliram.
Family Names: Arsh, Bas, Dal, Drott, Mak, Mish, Mys,
Rus, Tark, Thon, Thull, Wylle.
Common Titles: Esh (marks a petty aristocrat), Kourin
(crafter), Leshvar (merchant), Uthman (laborer), Kavval
(servant).
Adventurers: Skarns adventure to advance their
social standing. Their sophisticated warrior culture places
great value on proof of mettle. When a soulborn skarn returns
to his Ward Perfect's headquarters with the tusks of the orc
chieftain that had been raiding nearby farms, he is guaranteed
to rise in the esteem of both the Perfect and his peers.
Other skarns might develop a chaotic bent and find life in
the stratified city too restrictive. Neutral or chaotic skarns are
happy to join a band of adventurers, finding solace in what
is often the first community they have known that does not
conform to the rigid rules of skarn society.
Still other skarns adventure as part of the skarns' great racial
quest: to find what became of the progenitor race and to complete
its work. Most other races, especially the rilkans, scoff at
the idea that the skarns will ever achieve the venerated concept
of "perfection of form." But the skarns believe perfection is
possible, and many have taken up their swords and ventured
in search of their forebears, their purposes, and their fate.
SKARN RACIAL TRAITS
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+2 Strength, -2 Dexterity: The hulking skarns are extraordinarily
strong, but tend to be slow.
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Humanoid (Reptilian): Skarns are humanoids with the
reptilian subtype.
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Medium: As Medium creatures, skarns have no special
bonuses or penalties due to their size.
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Skarn base land speed is 30 feet.
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Natural Weapon (Spines): A skarn can make one attack
with his arm spines each round, either with his primary
hand or with his off-hand (taking the normal penalties
for fighting with an off-hand weapon). This attack deals
1d6 points of piercing damage; if it is used as an off-hand
weapon, the skarn may add only one-half his Strength
bonus to the damage roll. A skarn can't attack with his
spines and a weapon wielded by the same arm in the same
round. If a skarn makes a spine attack with an arm carrying
a shield, he loses the shield's bonus to AC until the start of
his next turn.
If the skarn has a soulmeld bound to his arms chakra, his
spine attacks are treated as lawful-aligned for the purpose
of overcoming damage reduction. See Chakra Binds.
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+2 racial bonus on Intimidate and Climb checks: Skarns
learn quickly how to use their spines to create a display of
ferocity. These same spines aid skarns when they climb.
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Automatic Language: Common. Bonus Languages: Draconic,
Elf, Celestial, Abyssal, and Infernal. Because skarns
consider themselves slightly improved over the average
mortal race, they learn the languages of those they consider
to be their approximate equals.
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Favored Class: Incarnate.
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